Heres a little tip i learned from experience. In xsi there collision primitives and meshes named accordingly, if a prop that was made in xsi has no collision primitives or meshes, then the munger will give the error no collision geometry. If this happens the munger uses the props bounding boxes which usually gives accurate collision. but for bigger props collision geometry might be necessary. Say you needed special blockage in certain areas, or it might be too much for the munger to create its own collisions for, as a result it could be buggy. thats where the msh.option -nocollision comes in. It tells the munger to not make its own collision, but to use its collision primitives and meshes. though i may be wrong, im pretty sure this is how it is. it has been a while since ive dealt with it
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#17
Requests / Re: Weapon Modeling Tutorial
November 24, 2011, 10:47:35 PM
target do you even know how to use xsi
#19
SWBF1 Modding Tutorials / [Tutorial]How to use custom geometry for holograms
November 20, 2011, 11:33:21 AM
This is a basic tutorial on how to make your own custom hologram.
It will be more detailed later
How to make a custom unit a hologram
1.)Open your unit mesh in swbfviewer (ill put a link here)
2.)Click File-Export and save it as something like test.wrl
3.)Close swbfviewer and reopen it
4.)Drag your new file (test.wrl) into the swbfviewer window
5.)Click File-Save as and save it as the unit name your going to use for the hologram
6.)Get your holo odf (ill explain more of this later)(thers an example one below)
7.)Where it says HoloImageGeometry Uncomment that (if you havent already) and put your new mesh name there.
8.)Get your Command post odf and where it says
HoloOdf = "put_your_holo_odf_here"
HoloImageGeometry = "putyournewmeshhere"
9.)Save and your all done
Side note: Holo turn time is how long it takes for the mesh to rotate 360 degrees. If you made it 0.1 it would spin like crazy
Making a custom vehicle mesh is the same as a unit mesh
For making this just using a prop
Do steps 6-9
Basic Hologram odf(me_holo_controlzone)
Basic command post odf (me_bldg_controlzone)
It will be more detailed later
How to make a custom unit a hologram
1.)Open your unit mesh in swbfviewer (ill put a link here)
2.)Click File-Export and save it as something like test.wrl
3.)Close swbfviewer and reopen it
4.)Drag your new file (test.wrl) into the swbfviewer window
5.)Click File-Save as and save it as the unit name your going to use for the hologram
6.)Get your holo odf (ill explain more of this later)(thers an example one below)
7.)Where it says HoloImageGeometry Uncomment that (if you havent already) and put your new mesh name there.
8.)Get your Command post odf and where it says
HoloOdf = "put_your_holo_odf_here"
HoloImageGeometry = "putyournewmeshhere"
9.)Save and your all done
Side note: Holo turn time is how long it takes for the mesh to rotate 360 degrees. If you made it 0.1 it would spin like crazy
Making a custom vehicle mesh is the same as a unit mesh
For making this just using a prop
Do steps 6-9
Basic Hologram odf(me_holo_controlzone)
Code Select
[GameObjectClass]
ClassLabel = "hologram"
[Properties]
Color = "0 0 0"
NeutralColor = "255 255 255"
FriendlyColor = "30 220 30"
EnemyColor = "240 30 30"
LocalsColor = "240 220 30"
HoloType = "aligned"
HoloImageGeometry = "me_bldg_geometry"
HoloVisibleDistance = 200.0
HoloHeight = 3.5
HoloSize = 2.5
HoloBeamIntensity = 1.0
HoloLightIntensity = 1.0
HoloImageIntensity = 0.5
HoloFlareIntensity = 1.0
HoloLightRadius = 8.0
HoloRotateRate = 0.2
HoloPopRate = 0.01
HoloFlickerRate = 0.01
HoloFlickerAlphaMin = 0.4
HoloFlickerAlphaMax = 0.8
HoloFadeInTime = 2.0
Basic command post odf (me_bldg_controlzone)
Code Select
[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "com_bldg_controlzone.msh"
GeometryScale = 1.0
[Properties]
BUILDINGSECTION = "BODY"
Label = "Control Zone"
NeutralizeTime = 12.0
CaptureTime = 10.0
MapTexture = "hud_flag_icon"
MapScale = 2.5
GeometryName = "com_bldg_controlzone"
HoloOdf = "me_holo_controlzone"
HoloImageGeometry = "me_bldg_geometry"
HoloTurnOnTime = 2.2
ChargeSound = "com_blg_commandpost_charge defer"
CapturedSound = "com_blg_commandpost_capture defer"
DischargeSound = "com_blg_commandpost_discharge defer"
LostSound = "com_blg_commandpost_lost defer"
DisputeSound = "com_blg_commandpost_dispute defer"
AmbientSound = "all com_blg_commandpost_goodie defer"
AmbientSound = "cis com_blg_commandpost_baddie defer"
AmbientSound = "imp com_blg_commandpost_baddie defer"
AmbientSound = "rep com_blg_commandpost_goodie defer"
SoundPitchDev = "0.4"
Lighting = "dynamic"
[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost3"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_lost_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_lost_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost3"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost3"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_lost_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_lost_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_chatter_goodjob2"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost3"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""
#20
SWBF1 Modding / Re: (some) Historical Maps can be served
November 20, 2011, 10:55:33 AM
Localization is in core. if you need help with that i can assist
#21
Released Assets / Re: AH-6 Littlebird
November 16, 2011, 04:32:11 PMQuote from: Phobos Developer on November 16, 2011, 03:45:47 PMthats entirely true. we both got working recon boxes in game, which you could stand on and had box collision.
I wish we had more information about classlabels as they seem to be the primary control factor for many game variables. For instance, my experiments with switching out a recon droid mesh with a bespin walkway platform (the goal was to be able to have snipers deploy a platform they could stand on while shooting), no matter what mesh was used, the shape of the object was ignored and the unit collision was treated as a sphere. You can't stand still and this is due to the classlabel enforcing an invisible sphere collision in place of the object's true shape. Another classlabel restriction I came into I can't discuss here - if only there was a way around these.
#22
Released Maps and Mods / Re: Standalone Lua Munger
November 05, 2011, 02:11:09 AM
yes but if its already there why not
#23
Released Maps and Mods / Standalone Lua Munger
November 04, 2011, 11:26:42 PM
http://www.gamefront.com/files/20961652/CustomLuaMunger.zip
If you have any luas that need to be munged into .script this makes it easy
If you have any luas that need to be munged into .script this makes it easy
#24
Released Assets / Re: Star Wars Battlefront ifs_pausemenu shell script
November 04, 2011, 07:19:06 PM
Nope
#25
SWBF1 Modding Tutorials / [Tutorial]How to add a new button to the pause menu
November 04, 2011, 07:17:20 PM
(havent tested yet)
You can add a wide range of features, but i will just be showing you how to make a basic menu addition
First get ifs_pausemenu from downloads section http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=374
open it in notepad/or any other text editor you use.
for the first part, adding the button
we will add a button that sets reinforcements to 0 on both sides, effectivly ending the map.
first we add our button and additional localization
{ tag = "SRTZ", string = "End Game", }, (note that you cant change localization from core.lvl if you do this method, to add core.lvl localization for sting put common.SRTZ.endgame)
now we add it to both sides and it should look like
You have now succesfuly added your first button.
Stay tuned for part 2! giving your button functionality
(Important)
You must munge ifs_pausemenu correctly and then replace the old ifs_pausemenu in common.lvl
You can add a wide range of features, but i will just be showing you how to make a basic menu addition
First get ifs_pausemenu from downloads section http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=374
open it in notepad/or any other text editor you use.
for the first part, adding the button
Code Select
-- Ingame pause menu
ifspausemenu_vbutton_layout = {
ySpacing = 5,
width = 260,
font = "gamefont_medium",
buttonlist = {
{ tag = "resume", string = "common.resume", },
{ tag = "freecam", string = "game.pause.freecam", },
{ tag = "lobby", string = "game.pause.playerlist", },
{ tag = "opts", string = "ifs.main.options", },
{ tag = "console", string = "Fake Console", },
{ tag = "suicide", string = "game.pause.suicide", },
{ tag = "friends", string = "ifs.onlinelobby.friendslist", },
{ tag = "recent", string = "common.mp.recent", },
{ tag = "restart", string = "common.restart", },
{ tag = "quit", string = "common.quit", },
{ tag = "exit", string = "common.quit2windows", },
},
title = "game.pause.title",
}
ifspausemenu_split_vbutton_layout = {
ySpacing = 5,
width = 220,
font = "gamefont_small",
buttonlist = {
{ tag = "resume", string = "common.resume", },
{ tag = "freecam", string = "game.pause.freecam", },
{ tag = "lobby", string = "game.pause.playerlist", },
{ tag = "opts", string = "ifs.main.options", },
{ tag = "console", string = "Fake Console", },
{ tag = "suicide", string = "game.pause.suicide", },
{ tag = "friends", string = "ifs.onlinelobby.friendslist", },
{ tag = "restart", string = "common.restart", },
{ tag = "quit", string = "common.quit", },
{ tag = "exit", string = "common.quit2windows", },
},
title = "game.pause.title",
}
we will add a button that sets reinforcements to 0 on both sides, effectivly ending the map.
first we add our button and additional localization
{ tag = "SRTZ", string = "End Game", }, (note that you cant change localization from core.lvl if you do this method, to add core.lvl localization for sting put common.SRTZ.endgame)
now we add it to both sides and it should look like
Code Select
-- Ingame pause menu
ifspausemenu_vbutton_layout = {
ySpacing = 5,
width = 260,
font = "gamefont_medium",
buttonlist = {
{ tag = "resume", string = "common.resume", },
{ tag = "freecam", string = "game.pause.freecam", },
{ tag = "lobby", string = "game.pause.playerlist", },
{ tag = "opts", string = "ifs.main.options", },
{ tag = "console", string = "Fake Console", },
{ tag = "suicide", string = "game.pause.suicide", },
{ tag = "friends", string = "ifs.onlinelobby.friendslist", },
{ tag = "recent", string = "common.mp.recent", },
{ tag = "restart", string = "common.restart", },
{ tag = "quit", string = "common.quit", },
{ tag = "exit", string = "common.quit2windows", },
{ tag = "SRTZ", string = "End Game", },
},
title = "game.pause.title",
}
ifspausemenu_split_vbutton_layout = {
ySpacing = 5,
width = 220,
font = "gamefont_small",
buttonlist = {
{ tag = "resume", string = "common.resume", },
{ tag = "freecam", string = "game.pause.freecam", },
{ tag = "lobby", string = "game.pause.playerlist", },
{ tag = "opts", string = "ifs.main.options", },
{ tag = "console", string = "Fake Console", },
{ tag = "suicide", string = "game.pause.suicide", },
{ tag = "friends", string = "ifs.onlinelobby.friendslist", },
{ tag = "restart", string = "common.restart", },
{ tag = "quit", string = "common.quit", },
{ tag = "exit", string = "common.quit2windows", },
{ tag = "SRTZ", string = "End Game", },
},
title = "game.pause.title",
You have now succesfuly added your first button.
Stay tuned for part 2! giving your button functionality
(Important)
You must munge ifs_pausemenu correctly and then replace the old ifs_pausemenu in common.lvl
#26
Released Maps and Mods / Star Wars Battlefront ifs_pausemenu shell script
November 04, 2011, 06:39:44 PM #27
Released Assets / Star Wars Battlefront ifs_pausemenu shell script
November 04, 2011, 06:38:28 PM
Star Wars Battlefront ifs_pausemenu shell script
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=374
common pausemenu script, enjoy
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=374
common pausemenu script, enjoy
#28
SWBF1 Modding / Re: How Add The Feature "Exit To Windows" To The Escape Menu In MultiPlayer?
November 01, 2011, 12:13:52 AM
ah, i guess you were right on that, i didnt look at the whole script. just that piece of code.
#29
SWBF1 Modding / Re: How Add The Feature "Exit To Windows" To The Escape Menu In MultiPlayer?
October 31, 2011, 10:45:09 PM
{ tag = "exit", string = "common.quit2windows", } im pretty sure this is for localization, not for adding anything. and sleepkiller try exiting to windows in multiplayer while in windowed mode
#30
SWBF1 Modding / Re: How Add The Feature "Exit To Windows" To The Escape Menu In MultiPlayer?
October 31, 2011, 08:47:07 PM
if you dont understand the lua, i sugget you learn a bit about object orriented programming, just a cuple minutes reading about the languages that follow it, you might be able to understand it afterwards. ill make a tutorial explaining how advanced lua works later